libgdx 着色器 - 尝试设置颜色

libgdx shaders - trying to set color

我正在 LibGDX 中开始使用着色器。我正在尝试手动设置颜色,但我得到的只是白色。

顶点着色器:

attribute vec4 a_position;
uniform mat4 u_projTrans;

void main() {
    gl_Position = u_projTrans * a_position;
    gl_PointSize = 10.0;
}   

片段着色器:

void main()
{
    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}

如您所见,非常简单。使用此设置,我可以绘制形状,但它们始终是白色的。使用我的片段着色器,我希望一切都是红色的。

我是否遗漏了 libgdx 堆栈中的某些内容?某些 libgdx 着色器默认值或其他东西是否会在链上进一步覆盖某些东西?

屏幕输出:

您需要以某种方式将顶点传递给 OpenGL,因此 LibGDX 有 Mesh class 满足此要求。我正在使用 SpriteBatch,它有自己的网格用于绘制。

顶点着色器:

attribute vec4 a_position;
uniform mat4 u_projTrans;

void main()
{
   gl_Position =  u_projTrans * a_position;
}

片段着色器:

#ifdef GL_ES
#define LOWP lowp
precision mediump float;
#else
#define LOWP
#endif

void main()
{
  gl_FragColor = vec4(1,0,0,1);
}

着色器测试

public class ShaderTest extends ApplicationAdapter {

    SpriteBatch spriteBatch;
    Texture texture;
    ShaderProgram shaderProgram;

    @Override
    public void create() {
        spriteBatch=new SpriteBatch();

         shaderProgram=new ShaderProgram(Gdx.files.internal("default.vertex.glsl"),Gdx.files.internal("default.fragment.glsl"));
         shaderProgram.pedantic = false;
         if(shaderProgram.isCompiled()) {
            System.out.println("Compiled Successfully");
            spriteBatch.setShader(shaderProgram);
         }else {
            System.out.println("Some Problem in Shader");
         }

        texture=new Texture("badlogic.jpg");
    }

    @Override
    public void render() {

        Gdx.gl.glClearColor(1,1,0,1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

        spriteBatch.begin();
        spriteBatch.draw(texture,100,100);
        spriteBatch.end();
    }

    @Override
    public void dispose() {
        shaderProgram.dispose();
        texture.dispose();
        spriteBatch.dispose();
    }
}

输出为:

编辑

Mesh 什么都不是,它只是一个大的顶点数组,包含 OpenGL 所需的值,单个顶点可以包含有关 PositionColorTexture Coordinates 的信息,或者我们想传递给着色器的任何其他内容。

根据问题,您将片段着色器中的颜色固定为红色,因此您只需将 quard 的位置传递给 OpenGL。

public class QuardTest extends ApplicationAdapter {

    Mesh quard;
    OrthographicCamera cam;
    ShaderProgram shaderProgram;

    private int Idx = 0;
    private float[] verts= new float[4 * 2];

    @Override
    public void create() {

        cam=new OrthographicCamera();
        shaderProgram=new ShaderProgram(Gdx.files.internal("default.vertex.glsl"),Gdx.files.internal("default.fragment.glsl"));
        if(shaderProgram.isCompiled()) {
            System.out.println("Compiled Successfully");
        }else {
            System.out.println("Some Problem in Shader");
        }

        quard =new Mesh(true,4,0,new VertexAttribute(VertexAttributes.Usage.Position, 2, "a_position"));
    }

    @Override
    public void render() {

        Gdx.gl.glClearColor(1,1,0,1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

        drawRect(100,100,100,100);
        drawRect(250,250,50,50);
    }

    public void drawRect(float x, float y, float width, float height){

        if (Idx ==verts.length) {
            flush();
        }

        verts[Idx++] = x;
        verts[Idx++] = y;

        verts[Idx++] = x + width;
        verts[Idx++] = y;

        verts[Idx++] = x + width;
        verts[Idx++] = y + height;

        verts[Idx++] = x;
        verts[Idx++] = y + height;
    }

    public void flush(){

        if (Idx ==0)
            return;

        quard.setVertices(verts);
        Gdx.gl.glDepthMask(false);
        int vertexCount = (Idx /2);
        cam.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
        shaderProgram.begin();
        shaderProgram.setUniformMatrix("u_projTrans", cam.combined);
        quard.render(shaderProgram, GL20.GL_TRIANGLE_FAN, 0, vertexCount);
        shaderProgram.end();
        Gdx.gl.glDepthMask(true);

        Idx =0;
    }
}